Jump to content

Geez3r

Members
  • Posts

    4,352
  • Joined

  • Last visited

Posts posted by Geez3r

  1. I'll spend the point I got for Malice on a rank in Equipment to begin the basics of building a headquarters.

    Stats for the HQ:

    Size: Tiny [-1]

    Toughness: 10 [1]

    Features: Computer, Concealed, Power System, Security System, Workshop (dedicated to working on power armor) [5]

    Originally, Eric had used his own basement and tools to design and build the Arms of Malice, but after its completion, he realized that should it ever need real work done on it, he'll need more space. With a bit of ingenuity, elbow grease, wads of cash and a power suit that could lift over 200 times its own weight, and tear matter apart molecule by molecule, Eric had made a bunker for himself below his own house. A section of one of the walls in his basement is a hologram, which "blocks" access to the elevator which takes you another 30 feet down to the base itself, assuming you can bypass the security on the elevator.

    The base itself isn't all that much to look at. It's essentially just wall to wall tech, with blinking light and monitors as far as the eye can see. There's bit and pieces of half-finished prototypes and scavenged parts lying all over the room. Scematics and designs with various levels of completion are strewn all over a table in the corner, right next to an equally high mound of crumbled paper. What's more is that there are wires running all over the ground going from what appears to be the main power unit in the center of the room to every corner of the room like the druken weavings of a spider.

  2. Seeing no obvious security on the roof, Malice lands on the roof, his eyes darting about to make sure his arrival went unnoticed. Taking the lack of alarms as a good sign, Malice makes his way over to the door leading down stairs. There he noticed just a simple lock and no alarm. He pauses for a moment at the door to both give the newly installed software to start up and to make a mental note to beef up the security of his own corporate buildings.

    Using one of the tools kept on his person for minor repairs as a lock pick, Malice tried his hand at picking the lock. He made sure that he followed the steps exactly, but failed to read ahead on step 3, and his tool got bent in the lock. "@#%*" grunts Malice as he gently slides the tool out again.

    He paces in a small semi-circle and breaths in and out slowly to try to calm his nerves, and bend the tool back into a useable form. Having done so, he once again tries to pick the lock, while also deciding that if this doesn't work this time around, he'll simply rip the lock off the door.

  3. Not sure what the heck the DC is exactly to open the door so I kind of winged it. One way or another I'm getting in that door... just might take my a whie. Should the lock not open, I'm just going to go into beat-stick mode and take a full-round action to break the lock, at which point the lock breaks.

  4. Under the pale moonlight, a figure was crouched on a rooftop. The figure was clad in red and blue power armor, and his eyes were trained on his target: the Rhodes Building. In the years to come, this figure would be known as Malice, and the man inside would be known as Eric Micheals, but as of right now, he was unknown. Giving yourself a fancy name and costume, and parading yourself around town did nothing but give you a small blurb in the bottom corner in some obscure page in the newspapers in this town.

    For your name to have any weight you need to be the sort of person who people love and respect, or fear and hate; you need to have power. Getting that recognition, getting that name, getting that power, that's what brought Malice here this evening.

    The late and great Scarab, who had the power to hold the world in his hand, and to even prove that heroes were not immortal, it was the power of this man that Malice seeked to have, and to surpass. There was a rumor on the winds that in this building, there was information revealing the location of Scarab's lair, and along with it, Scarab's vast stores of weapons and information.

    On the rooftop, Malice finally stood up after waiting for everyone to clear out of the building. Eric shifted his weight from side to side, flexed his fingers and inhaled and exhaled slowly to try and calm himself. It was no little avail however as his heart continued to drum along in his chest. With a little hesitation and one last calming breath, Malice leap into the air. Here goes nothing. he thougt as he made his way to the roof of the Rhodes building.

  5. I just noticed that I hadn't given Malice the complication: Hatred (supers who were "handed" their powers) which is more or less the summation of the character. What I mean by handed is essentially everyone who either woke up one day with powers, or was given their powers by some 3rd party. Can you add that in there for me?

  6. Players Name: Geez3r

    Power Level: 6 (90 PP) Trade-offs: +1 Attack, Defense / -1 DC mod, Toughness

    bounceva6.th.png

    Characters Name: Bounce

    Alternate Identity: William "Will" Kepper

    Age: 21

    Height: 5'6"

    Weight: 130 lbs

    Hair: Short brown hair with an indistinct style (translation: barely combed)

    Eyes: Brown

    Stats: 14 PP

    Str: 16/18 (+3/+4)

    Dex: 14/20 (+2/+5)

    Con: 14 (+2)

    Int: 10 (+0)

    Wis: 10 (+0)

    Cha: 10 (+0)

    Combat: 14 PP

    Attack: Base Attack +3, Melee +5, Strike +7

    Defense: Base Defense +4, Dodge Focus +3

    Initiative: +5

    Grapple: +9

    Saves: 8PP

    Toughness: +2 (+5 in costume)

    Fortitude: +2 (+4 with CON)

    Reflex: +3 (+8 with DEX)

    Will: +3

    Skills: 7 PP, Number in () is total modifier

    Acrobatics 6 (+11), Bluff 4 (+4), Climb 2 (+5), Concentrate 4 (+6), Computers 2 (+2), Notice 3 (+3), Profession: Student 1 (+1), Sense Motive 3 (+3), Sleight of Hand 1 (+6), Stealth 2 (+7)

    Feats: 11 PP

    Acrobatic Bluff, Attack Focus (Melee) 2, Attack Specialization (Strike), Defensive Attack, Dodge Focus 3, Equipment 1, Evasion 1, Move by action

    Powers: 39 PP

    Enhanced Strength 2 [2]

    Enhanced Dexterity 6 [6]

    Immunity 40 (lethal and non-lethal physical damage) Limited: Half effect [20]

    Leaping 5, AP: Speed 4 [6]

    Strike 1 PF: Mighty, Knockback 3 [5]

    Equipment: 4/5 points spent (1 remaining)

    Costume: Protection 3 PF: Subtle [4]

    Drawbacks: -3

    Vulnerable: Cold descriptor (Uncommon, Moderate) -2

    Vulnerable: Heat descriptor (Uncommon, Minor) -1

    Complications:

    Secret (Identity)

    Responsibility (School-work)

    Addiction (coffee) - There is a coffee machine next to his alarm clock so he can literally have a cup before getting out of bed.

    DC Block:

    Unarmed 3 - 18/Toughness -- Bruise (Staged)

    Strike 5- 20/Toughness -- Bruise (Staged)

    Costs: Abilities (14) + Combat (14) + Saves (8) + Skills (7) + Feats (11) + Powers (39) - Drawbacks (03) = 90 / 90

    Description: Out of costume, not much about Will stands out, except for the rushed and paniced look he tends to have about him. His unmade hair and circles under his eyes betray his lack of sleep and his hurried nature. As a former member of the track team, he has a thin and wiry frame, but he has a bit of muscle on him as well. Whatever clothes he happens to be wearing on a given day are whatever he could reach first that was reasonably clean, and is most likely wrinkled as all get out.

    See the above picture for how Bounce appears in costume.

    Personality: Will is above all, dedicated. Once he decides to do something, it'll be done, maybe not well, and maybe not immediately, but it'll be done. He's very hard working, and a little self conscious about his grades. He's a B student, but that's mostly because of the hours he has to spend with his nose in the books. He is a nice guy to be around for the most part, but you can't be around him too often because he's always convinced that he should be somewhere else working on something or other, which can turn some people off. He sees the whole hero thing as an escape from the day to day problems, even a temporary one. Some people drink to make it through their problems, Will leaps moderately tall buildings in a single bound.

    History: Will grew up about 50 miles away from FC in a suburban setting. Neither of his parents had attended college; his dad, Greg, was drafted and his mother, Sarah, couldn't afford it. As such they didn't have the highest paying jobs, and wanted their children to do better. Being the first of two, Will gets to set the bar for his younger brother Chuck. Will wasn't overly bright, but he had a good work ethic and combining that with pretty good career in highschool track, he was able to snag a pretty good scholarship to a school in FC.

    It was in his second year at college that his powers spontaneously manifested. He had been feeling weird for several days before hand, but chalked it up to looming mid-terms. Over a period of several days, Will began to realize that his body was becoming almost like rubber. He could leap to great heights, or run much faster because he was able to push off the ground with far more force than normal. He found out that he could take a hit better than a normal person after slamming his hand in a drawer.

    Will spent nearly a week wondering what the heck to do with his powers, after throwing together a disguise. He had taken to roving the streets to test out his powers, to see what he could really do. It was in the middle of a particularly long leap that the answer came to him. Sailing through the air like this, the earth far below him, Will realized something; he was smiling. He was really enjoying having powers. The problems of school and his day to day life are just so far away. After that realization, trying to become a hero just seemed to be natural.

  7. Robbed 3 times you say? I take it that they don't have the Slowman Shield in FC.

    Shazam, I thought there was a group already doing that, or did the game never start? But, if you'll have me, I'll accept the invite.

  8. There's been a little lull in the villainy as of late, and nothing solves that more efficiently than a good old fashioned heist. And as we all know, there is no better place to rob than the museum. Whether you're looking for a really obscure magical text, a rare metal that mysteriously disappeared off the face of the earth years ago, just some magical do-dad to complete a ritual and increase your power ten-fold, or just something to sell on the black market, the museum has it all. And to top it all off, they're usually guarded by old codgers in their 50's and 60's.

    So what I propose we do is that each of the villians have their own target in mind, and while planning their capers, discover the other villains' plots and for whatever reason decide to work together, safety in numbers or something.

    Anyone interested?

  9. Malice takes the time to look at his now smoking hands and say "Huh, didn't think that would do it." before darting to Emissary's falling body and grabbing a hold of him. The guages began screaming at the sudden increase in weight, but Malice poured on the power and they prompty shut up as the pair's decent stopped when Emissary was about chest deep in the water, Malice hanging onto one of his arms. "Not today. No self respecting villain lets the hero die on the first outing." Malice flew Emissary to the river bank, dumping him unceremoniously on the ground. "Sweet dreams." said Malice before he did the smartest thing he did that night: got out of there as fast as he could before Emissary could wake up or other heroes were attracted by the noise of the fight, but not quite before he took the time to burn "MALICE" into a rock near where he deposited Emissary.

  10. Emissary dashes forward and clocks Malice with a vicious haymaker. Malice's head is turned completely to the side, and he was knocked back a few feet, but for once the armor was doing what it was supposed to be doing, and Malice could still see straight. All right, this is my one chance to unload on the guy, got to make it count. Putting his all into the blast, Malice ran his suit into the red and hit Emissary with everything he had.

  11. Um I thought you couldn't use luck in a PvP thread.

    8. Luck is not banned or restricted beyond what is stated in the book (no more ranks of Luck than 1/2 PL limit, rounded down). However, you should be able to explain why your character has the feat, be it "natural luck" or for some other reason. If you want, you can put a limitation on Luck. For example, a character with Leadership and Inspiring might buy Luck in order to use those feats more frequently. This doesn't reduce the cost of Luck, but it can help explain why your character has the feat.

    In a PvP thread (that is, a thread like the Arena or the Wreck Room), Luck does not add Hero Points to the starting total. Luck only counts when something big is on the line. The exception to this rule is that any characters without any Powers (an example in the main book is the Martial Artist) are given 1/2 their usual number of bonus Hero Points, rounded up. At the referee's discretion, this rule can be applied to characters with equipment-based powers (such as the Costumed Adventurer and the Weapon-Master), or similar characters.

    Or does it not count because of the whole good vs evil thing?

    Moving on:

    If your base to hit is 10, then you hit exactly.

    Toughness save vs Emissary PA 3 (1d20=18)

    Wow 30 exactly, even with my bruise, nice. Did not expect that.

    Okays so I'm up. Seeing as how you've had no problem hitting me thus far, I'm gonna go for the gold and All-Out attack for 5, and Power Attack for 3.

    With the Main Laser Cannons: Atk roll (main guns) vs Emissary, finally (1d20=20) Holy $%^&! Did not expect that, um wow. That's the turning point there. So that's a 32 to hit total, so make a toughness save DC 33 (25 base + 3 PA + 5 crit) +1 for every 2 that beats your defense by because of auto fire.

  12. Oh yeah, I forgot about the particular position, whoops. But my thinking was that stun is originally a touch power, and I brought the ranged extra in order to make it more useful, but this particular situation made it less useful somehow even though extras are supposed to be universally better, which is why they cost more. But, grenades was what I was going for next anyways. So yeah, where ever the heck my arm is point at, a grenade comes out, and prompty explodes at point blank range. DC 20 Reflex save, but I'm not sure if we can do so while grappled, me especially, so I'll skip that step for myself. And then DC 25 Toughness save, or 20 if you made the save. It's bruise by the way.

    Toughness save vs. own grenade (1d20=9) 22 total, I somehow managed to get hurt by laying a grenade at my feet, who would of thunk it?

    I'm also going to say that my regen does not heal that and I'm going to have to wait until next turn to regen that bruise.

    Sorry for all the mix ups I've been having, but I'm still learning the system.

    I'll edit my old post with the more appropriate course of action.

  13. "Alright. You have to seriously get of my back. Here's looking at ya." After a bit of squirming, Malice tries to get into a position to fire one of his weapons at Emissary. For a brief second, he gets his hand enough freedom of movement to blast Emissary with the yet untested Mindbender Special. Please work. thinks Malice as he waits in any slack in Emissay's grip to immediately fly away and get some distance.

    What actually happened:

    As Malice sits tight in Emissary's grip one particular icon on his HUD is really starting to bug him; the photon grenade icon. *sigh*"Well I did want to test it out. Man this is gonna hurt." *Fwump* A grenade pops out of Malice's weapons system, until its about eye level with the pair struggling above the river's surface. Time seems to slow momentarily as the grenade glows a bright blue before detonating in quite a spectacular fashion. After the little light show, Malice's head is ringing for the second time this fight. To Emissary he says over his shoulder"You know, you're putting a bit of a damper on my whole evening here, think you could cut it out?"

  14. Alright. That was mostly for my own benefit, I was mostly making sure I had it right.

    Okay for my next trick I'll All-Out Attack and Power Attack both for 3, using the Mind Bender Special, ie: stun 10.

    Mindbender atk vs Emissary (1d20=17)

    27 I'm pretty sure that hits, DC 23 Fort save

    Should you fail that save by enough for me to be free of the grapple, I fly about 80ft away, still over the river.

  15. Yes and no.

    In order to start a grapple, you need to both hit me and beat me in an opposed grapple check. Which you have done. Once you grapple someone you have a variety of choices to do instantly, and you selected to pin. Unless I'm mistaken, moving to me, and then pinning me, is your turn.

    So then my turn rolls around, and as a standard action: (from page 157) Escape: You can escape the grapple or a pin. If you are grappled and escape, you are no longer grappling and can take whatever movement you get as your move action. If you’re pinned and escape, you are still grappling, but no longer pinned. If more than one opponent is grappling or pinning you, your grapple check result has to beat all of their checks to escape. You also can make an Escape Artist check (opposed by your opponent’s grapple check) to escape.

    I can only attempt to bust out on my turn, if I fail to do so, then I'm out of luck until my turn rolls around again. Unless I'm mistaken, if I break the pinned condition, you can't re-pin me without using a standard action to essentially "restart" the grapple, but I'm not too sure.

    Also when I'm in a grapple (or pinned), I still can use my powers, within reason. But by doing so, I forgo the opprotunity to escape the grapple. Essentially I could hope to damage you enough to stun you or the like and beat you that way.

  16. A dull clunk is heard as Malice's arms become locked against his sides. He sighs as all the gauges in his helmet start screaming at him because he diverted power away from the physical strength of the suit into powering the weapons he was gleefully enjoying until Emissary showed up. To shut them up he hurriedly transfered power over, in order to struggle against Emissary's grip, but part of his mind told him was too late, Emissary probably had solidified his grip by now.

  17. Oh yeah, that hits. And this is why AP's are bad. I am currently in photon grenade mode instead of the standard beat stick mode, so I have a pitiful strength right now. Just for laughs, again:

    Opposed grappled vs. emissary (1d20=15)

    23 - 38 in other mode, so doesn't really matter either way, so I'm pinned.

    Alright, for my turn:

    Free action: switch to Beat stick mode

    Standar make an opposed grapple attempt:

    Escape from grapple attempt #1 (1d20=8) Total of 31, you'll most likely beat that, so looks like i'm going for a ride

  18. yeah if my math is right, my toughness is 1 point higher than your damage sans PA. IC post is up btw.

    And I was talking in terms of total PP, Emissary has about 25-30 on me, including drawbacks, but then again, I've got a device with a metric ton of points dumped into it. I don't know, I'm just rambling at this point.

  19. Alright, it's show time. If memory serves, Emissary is the big bruiser type, but slow. If I can keep my distance I should be fine, and ... wait - is that his battle cry? I mean twikle toes wasn't awe-inspiring or anything but it's my first night and he's - "RIGHT IN FRONT OF - "

    *THWACK*

    Malice ragdolls in the air for spell as Emissary connects with a powerful shot.

    "Owwww. *groans* Build Log 116: Put padding in the $^%&* helmet." Damage detected. Begining reconstruction process.

    Malice shakes his head to try to regain his bearings, but his suit looks like it was able to take the punishment, for the most part.

    Edited for spelling

  20. Huh. This may be a short fight. When I accepted the fight, I didn't know Emissary was basically the most powerful PC hero, whoops.

    Toughness save vs Emissary atk 1 (1d20=13) That gets me a nice 26 total, so I fail by 5 exactly so I take a stunned and bruised. I have a total knockback modifier of 11, so if my math is right, you also just knocked me back 25ft too boot.

    I'll keep my stunned for this round, and my regeneration will take care of the bruise with no action.

×
×
  • Create New...